Video Games & Your Kids: How Parents Stay in Control
By Hilarie Cash and Kim McDaniel
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About this ebook
Video Games & Your Kids is for parents who are worried that their children may be spending too much time playing video games. Based on research and the authors’ clinical experience, the book explains what gaming addiction is, how much gaming is too much, and the effects gaming has on the body and brain.
Hilarie Cash
Hilarie is the co-founder of Internet/Computer Addiction Services and has a private practice in Redmond, WA. She has assisted Jay Parker in developing the No More Secrets Program for sex and love addicts, and has spearheaded the creation of the Gaming and Internet Treatment Program. She is a speaker, teacher, and author and has appeared, among other places, on ABC News, CNN, NPR, PBS, the BBC, and in print in the Seattle Times, USA Today, U.S. News and World Report, and the New York Times.
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Video Games & Your Kids - Hilarie Cash
Video Games & Your Kids
How Parents Stay in Control
Hilarie Cash, PhD
and
Kim McDaniel, MA
Issues Press
A subsidiary of Idyll Arbor, Inc.
Editor: Ken Lucas
Copyright 2008. Idyll Arbor, Inc. All rights reserved. No part of this book may be reproduced, stored in a retrieval system, or transcribed, in any form or by any means — electronic, mechanical, photocopying, recording, or otherwise — without the prior written permission of the publisher.
To the best of our knowledge, the information and recommendations of this book reflect currently accepted practice. Nevertheless, they cannot be considered absolute and universal. Recommendations must be considered in light of needs and condition. The authors and publisher disclaim responsibly for any adverse effects resulting directly or indirectly from the suggested management practices, from any undetected errors, or from the reader’s misunderstanding of the text.
Library of Congress Cataloging-in-Publication Data
Cash, Hilarie, 1952-
Video games & your kids : how parents stay in control / Hilarie Cash and Kim McDaniel.
p. cm.
Includes bibliographical references and index.
ISBN 978-1-930461-05-5 (alk. paper)
1. Video games and children--United States. 2. Video gamers--Psychology. I. McDaniel, Kim, 1963- II. Title. III. Title: Video games and your kids.
HQ784.V53C37 2008
649'.55--dc22
2008013275
e-ISBN 9781930461123
Ebook License Notes This ebook is licensed for your personal enjoyment only. This ebook may not be resold or given away to other people. If you would like to share this book with another person, please purchase an additional copy for each person you share it with. If you are reading this book and did not purchase it, or it was not purchased for your use only, then you should return to Smashwords.com and purchase your own copy. Thank you for respecting the hard work of this author and publisher.
For Luke, Erin, and Anna
Contents
Foreword
Preface
Acknowledgements
Introduction
1. What is Gaming Addiction?
2. Effects of Gaming on the Body and Brain
3. Setting Limits: It’s Just a Game
4. Infants and Toddlers (Birth to 2 years old)
5. Early Childhood (Ages 2 – 6)
6. Elementary School Years
7. Adolescence
8. Adult Children Addicted to Gaming
9. The Formal Intervention Option
Conclusion
Bibliography
Gaming Glossary
About the Authors
Foreword
By Dr. Charles Fay
The Love and Logic Institute
Back in the old days…the nineties…I thought I was nuts.
Working with families across the nation, I was seeing ever increasing numbers of young people…and adults…who’d do just about anything for a fix. They seemed completely obsessed…hooked…addicted! Their drug of choice wasn’t marijuana, crack, heroin, or alcohol. They weren’t compulsive gamblers or sex addicts. Most of them came from relatively normal
families like my own.
I found myself wondering, It looks like addiction, but could it really be?
They displayed all of the devastating signs of alcohol, drug, gambling, and other major dependencies…but I still wasn’t sure. Am I just nuts?
I pondered, How could someone get addicted to the Internet or video games?
Until I met the authors of this book, I thought I was alone in thinking that folks could develop bona fide addictions to the fast-paced, unpredictable fantasy lives provided by video games and hanging ten on the Web. I second-guessed myself. Am I too old-fashioned? Maybe I don’t understand. Am I too hard on kids and families these days? Maybe I’d better enter the 20th century and embrace the Cyber world.
Have you second-guessed yourself? Have you denied the fact that this cunning enemy has crept into your home? Has it sneaked up on your kids? Do any of them:
* Seem more interested in electronic relationships than real ones?
* Spend hours hunched in front of a screen?
* Become extremely agitated…even aggressive…when they can’t game, chat, or surf the Web?
* Seem willing to lie, steal, cheat, and flunk out of school in order to spend more time with their computer and their Cyber friends?
There’s great hope! That is, as long as we understand that the threat is real. As you turn the pages of this book, your eyes will open to the signs, symptoms, and tragic consequences of computer, Internet, and video-gaming addiction. Through real-life stories and examples, you’ll learn that too much exposure, or the wrong type of exposure, puts our children at risk for developing:
* Problems with attention, learning, and self-control
* Impaired social skills
* Emotional problems, such as anxiety, low self-esteem, and depression
* Aggression and an attitude of indifference to human pain and suffering
* Physical problems, such as obesity, eye strain, carpal tunnel syndrome, etc.
* An obsession with sex and pornography
If your goal is to protect your children from these sad consequences, you’re making a wise investment in your child’s future by reading this book. As you read, you’ll also learn that love is the main ingredient of an addiction-free home. You’ll also see that this love is multifaceted. One aspect involves loving our kids enough to set limits on video game and Internet use. Another involves loving them enough to supervise and pay close attention to what they are viewing or playing. Another dimension of this love is demonstrated by our willingness to hold them accountable for their misdeeds and their poor decisions while using their computers or video games. Of course, there’s no substitute for the love communicated by time. Kids need lots of it. When we fill them up with our loving time, they have no need to find Cyber love
on the Web.
For many, the hardest aspect of parental love involves slaying the dual dragons of denial and codependency. In this book, you’ll gain the understanding required to spot these monsters. You’ll learn why it’s so important to destroy them, and you’ll see that the most loving parents are those who aren’t afraid to make their kids mad. Yes! Being willing to upset our kids now — so that they later live happy and responsible lives — is probably the highest level of love we can communicate. The pages of this book will give you the confidence to cradle your kids in this powerful form of affection.
Some of you are reading this book because computer or video-gaming addiction has already touched your family. You’re hurting. In fact, you’re hurting big time! Some of you may be hurting so badly that you’ve barely got the energy to read this page.
We all make mistakes as parents. Even so-called parenting experts
such as me mess up! Even when we haven’t made big child-rearing errors, our kids can still end up facing big problems. Regardless of why your child has developed an unhealthy dependency on the Internet or video games, feeling guilty or blaming yourself is counterproductive. It drains you of the energy required to take the steps outlined in this book. Give yourself a break…take a deep breath, and take to heart the information provided here. There’s a brighter horizon out there, just as long as you are willing to let the following pages guide you toward it!
Thanks for loving your kids!
Dr. Charles Fay
The Love and Logic Institute
Preface
We all know that video games in moderation can be fun. But what we have tried to do in this book is to warn parents about the harmful and destructive effects that video games can have and are having on the lives and behavior of their kids.
If your child’s behavior has you concerned, or is causing you to wonder, then this book is for you.
In the pages that follow are the stories of children and young people who have been seriously affected by video gaming. We have changed names to protect our client’s identities, and some of the stories have been created out of several clinical histories.
South Korea and China have declared video game addiction their most pressing public health problem. Video game addiction is minimized in America, perhaps because it remains hidden within individual households. We do not have the widespread cultural phenomenon of Cyber cafes where gaming is conducted in public. Where this is the custom, the tragedies that occur are public as well.
The authors of this book are clinicians with years of clinical experience; our findings are based on that experience and, where available, scientific evidence. Scientific investigation in the field of video gaming is growing, but the field is young; the research is in its early stages. We are grateful to those whose findings we draw on for this book.
The psychiatric community is examining video game addiction and is considering its addition as a psychological disorder in the next version of its Diagnostic and Statistical Manual (DSM). In the meantime, young (and not-so-young) people are suffering and need help. It is our hope that this book will serve as a wake-up call and that it will give you the information and guidance you need to face one of the most perplexing challenges of parenting in the computer age.
Acknowledgements
There are many people who have supported and inspired this project. First among them are our families. Our children have given us a personal window into the world of video games, helping us understand their powerful draw. Our families have cheered us on and, in the case of Kim’s wonderful husband, Rob, contributed materially to the content of this book.
Our clients are to be thanked next, for without their courageous work in our consult rooms, we would not fully understand the seriousness of the video game problem. Over the years there have been many children, teens, and adults who have sought our help. We have had to meet their challenge and learn much more than we ever knew before about video games and addiction; we feel honored to be a part of their healing process.
Hilarie wishes to thank Jay Parker, her colleague and professional partner, for all he has taught her about the nature of addiction, whether chemical or behavioral, the process of recovery, and for his unflagging good cheer, support, and wise counsel. She also thanks the many people who have understood the need for this book and have contributed, through lively discussion, and suggested reading, to the understandings that are embodied in this work.
Foremost among them is Hilarie’s mother, Romni Cash, and her friends Sunny Ruthchild, Katarina Digman, and Bruce Wolcott. Her friends Jeannie and David Brooks provided much appreciated editorial help as well as encouragement. Jim Toone gave marvelously helpful editorial feedback, as did Ruth Fruland, Katarina Cernozubov-Digman, and Jerald Block.
Kim also wishes to express her gratitude to the many people who have contributed to the writing of this book. First and foremost to her husband Rob and daughters Erin and Anna for their patience and encouragement. Erin and Anna have certainly listened to their mother talk about gaming more than any teen would care to hear — which is saying a lot! She also wishes to express her deeply felt appreciation to her father, Jerry Saklad, who early on taught her the value of compassion that led her to pursue a career as a therapist.
Our thanks to professional colleagues Elaine Duncan, Mary Lee McElroy, Marilyn Germano, Melanie Gale, David Evans, Lief Tellman, Patrick Hart, Joy Rome, Jaylene Dunning, and Erica Baxter. The regular consult meetings in which they all engaged kept alive the passion to address this problem.
We thank Tom Blaschko of Idyll Arbor, Inc. for seeing the value of this book and Ken Lucas for his editorial assistance.
Introduction
Video games are now firmly embedded in the cultural identity of America’s teenagers. As of the writing of this book (2008), it is now estimated that 90 percent of our youth are playing video games. They are using handheld devices or full-fledged, Internet-based, multiplayer games. Most are nonchalant about them, enjoying them as part of the many things they do for pleasurable entertainment, integrating them into their lives without harmful effect. Others, however, have grown so dependent on these games that they are abandoning their lives to pursue this activity, which they seem to prefer above all others.
How are parents responding? Many adults who have come of age in the video game era are quite comfortable allowing video games into their family life; adults who did not grow up with this technology vary in their responses to it. Some admire it and assume it is good for their children; others mistrust it and feel at war with it (and with their children or grandchildren who want to play the games unfettered).
Our experience as therapists and as parents has taught us that, indeed, video games can be a benign part of a child’s life as long as parents make sure their children are not playing too long or playing inappropriate games. We make recommendations in this book that, if followed, should successfully guide parents as they decide what games to allow and how much time to allow them. The good video games (ones that people enjoy playing) are based on solid learning principles. Because they are interactive (the player is an active participant rather than a passive observer), the well-designed games are powerful tools, allowing players to: 1) solve problems in increasingly complex ways; 2) try out new behaviors from which they can learn new things about themselves; and 3) engage in new experiences that give them a window into something completely outside the realm of their ordinary experience. Increasingly, the power of video games is capturing the interest of educators, who are designing games that will harness these same learning principles in compelling, pleasurable ways so that children in the classroom will learn the desired content of subject areas and the critical thinking skills that will make them competitive in today’s high-tech world.
Our culture’s relationship to video games is not all rosy, however. There are some serious problems with video games in particular and with the Internet in general which parents need to understand and address if they are to successfully shepherd their children into adulthood. Keeping our focus on video games for the purposes of this book, we discuss these potential problems.
As mentioned in our Preface, South Korea and China have declared video game addiction as their number one public health problem. Think about that for a moment. Why do we think of video gaming as the pinnacle of cool entertainment (and video game developers as stars), while it is seen by the authorities in those two countries as a terrible public health threat? Perhaps the reason has something to do with the private nature of video gaming in this country. In Asia, gaming is largely done in public. Here, it’s done in private, which isolates each family with a problem and, perhaps, leads them to believe they have failed their child in some shameful way. After all, everyone else seems to be having a good